Difference between revisions of "Dot Defenses (Game Mechanics)"
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'''Absorption''' | '''Absorption''' | ||
− | A second function of Dot Defenses are to reduce the amount of damage done and the duration of certain types of Dot effects through an absorption process. This appears to work by reducing the initial | + | A second function of Dot Defenses are to reduce the amount of damage done and the duration of certain types of Dot effects through an absorption process. This appears to work by reducing the initial damage of the attack by the percentage of resistance on the player. In the case of fire resistance versus commando attacks, the resists check against the initial damage done to the target, reduce that, and as a result, each subsequent dot tick is lowered since fire dots are based off of the initial tick done by the attack. Against other forms of fire dots (weapon based or bounty hunter skill) the dot tick itself is reduced by the given percentage of player fire resistance. For certain abilities like the force resists, there is an added benefit in that these abilities also reduce the duration of the dot by a given percentage. Most abilities and skill modifiers (with the exception of fire resistance) do not have innate absorption associated with their defense checks. |
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Note: There is no known formula for calculating any aspect of dot defense. What is known however is that if a dot resist modifier meets a same level potency stat from the applying dot ability or item, then the dot will have a 50% chance of being resisted or being applied. | Note: There is no known formula for calculating any aspect of dot defense. What is known however is that if a dot resist modifier meets a same level potency stat from the applying dot ability or item, then the dot will have a 50% chance of being resisted or being applied. | ||
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+ | One possible idea is the following: | ||
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+ | The defense vs. {state} skill mods are probably percentage based. So a 100% defense vs. stun would be the real limit: you never get stunned. However, it's also possible (but I've never seen it confirmed one way or the other) that different stun or KD attacks have different chances of sticking. You see this already with the potency stat on CM poisons/diseases: higher potency has a better chance of sticking. If that's the case, it might be along the lines of this: | ||
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+ | ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100;<br> | ||
+ | StateRoll = random(0,1);<br> | ||
+ | if [ StateRoll < ChanceOfState ] { ApplyState(); }<br> | ||
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* Bleed Resistance | * Bleed Resistance | ||
+ | * Combat Bleed Resistance (Found only on BE clothing. Supposedly acts the same as Bleed Resistance so its probable that they stack. SOE possibly just gave them a different name, changed their minds later on and failed to change it) | ||
* Fire Resistance | * Fire Resistance | ||
* Disease resistance | * Disease resistance | ||
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| OriginalPageLink10 = http://swgforums.swganh.org/viewtopic.php?search_id=200623960&t=271784 | | OriginalPageLink10 = http://swgforums.swganh.org/viewtopic.php?search_id=200623960&t=271784 | ||
| SourcePage11 = Dot Defenses 11 | | SourcePage11 = Dot Defenses 11 | ||
− | | OriginalPageLink11 = | + | | OriginalPageLink11 = http://swgforums.swganh.org/viewtopic.php?search_id=506365898&t=276012 |
| SourcePage12 = Dot Defenses 12 | | SourcePage12 = Dot Defenses 12 | ||
− | | OriginalPageLink12 = | + | | OriginalPageLink12 = http://swgforums.swganh.org/viewtopic.php?search_id=506365898&t=287366 |
| SourcePage13 = Dot Defenses 13 | | SourcePage13 = Dot Defenses 13 | ||
| OriginalPageLink13 = | | OriginalPageLink13 = |
Latest revision as of 06:40, 12 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsApplication Chance Reduction One function of Dot defenses is to make a roll against the potency attribute of a dot attack to see if a dot is applied. Each dot ability or item then has an inherent chance to succeed upon a successful roll. Currently all these defenses have a 95% cap. In other words, no matter how high your dot defenses there is always a 5% chance that a succesful dot attempt will be applied. When a dot application attempt is made, there is then a percent chance for it to work based on the skill or item. For example Combat Medic Disease Pack with 200 potency has percentage chance to Disease should the attack pass the target's disease resistance modifier check.
A second function of Dot Defenses are to reduce the amount of damage done and the duration of certain types of Dot effects through an absorption process. This appears to work by reducing the initial damage of the attack by the percentage of resistance on the player. In the case of fire resistance versus commando attacks, the resists check against the initial damage done to the target, reduce that, and as a result, each subsequent dot tick is lowered since fire dots are based off of the initial tick done by the attack. Against other forms of fire dots (weapon based or bounty hunter skill) the dot tick itself is reduced by the given percentage of player fire resistance. For certain abilities like the force resists, there is an added benefit in that these abilities also reduce the duration of the dot by a given percentage. Most abilities and skill modifiers (with the exception of fire resistance) do not have innate absorption associated with their defense checks.
ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100;
Abilities that Add to Dot defense Modifiers
Source References |